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#include "window.h"
#include "inputHandler.h"
#include "uiComponent.h"
#include <GL/glew.h>
#include <optional>
#include <stdexcept>
static SDL_GLContext
SDL_GL_CreateContextAndGlewInit(SDL_Window * w)
{
auto ctx = SDL_GL_CreateContext(w);
if (glewInit() != GLEW_OK) {
throw std::runtime_error {"Glew failed to initialize!"};
}
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
return ctx;
}
using GL_Context = std::remove_pointer_t<SDL_GLContext>;
using SDL_GLContextPtr = wrapped_ptrt<GL_Context, SDL_GL_CreateContextAndGlewInit, SDL_GL_DeleteContext>;
Window::Window(size_t width, size_t height, const std::string & title) :
m_window {title.c_str(), static_cast<int>(SDL_WINDOWPOS_CENTERED), static_cast<int>(SDL_WINDOWPOS_CENTERED),
static_cast<int>(width), static_cast<int>(height), static_cast<Uint32>(SDL_WINDOW_OPENGL)},
uiShader {[this](auto w) {
// must call glContent before creating the shader
glContext();
return w;
}(width),
height}
{
}
void
Window::clear(float r, float g, float b, float a) const
{
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void
Window::swapBuffers() const
{
SDL_GL_SwapWindow(m_window);
}
bool
Window::handleInput(const SDL_Event & e)
{
if (SDL_GetWindowID(m_window) == e.window.windowID) {
inputStack.applyOne(&InputHandler::handleInput, e);
return true;
}
return false;
}
SDL_GLContext
Window::glContext() const
{
static SDL_GLContextPtr m_glContext {m_window};
return m_glContext;
}
void
Window::refresh(const GameState * gameState) const
{
SDL_GL_MakeCurrent(m_window, glContext());
clear(0.0F, 0.0F, 0.0F, 1.0F);
render(gameState);
swapBuffers();
}
void
Window::render(const GameState *) const
{
uiShader.use();
glDisable(GL_DEPTH_TEST);
inputStack.apply<UIComponent>(&UIComponent::render, uiShader);
}
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